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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 196 pages long: 1 20 40 60 80 100 120 ... 122 123 124 125 126 ... 140 160 180 196 · «PREV / NEXT»
FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 01, 2020 07:06 PM
Edited by FirePaladin at 20:29, 01 Apr 2020.

weilan said:
Lord_Immortal said:
weilan said:
phoenix4ever said:
BTB said:
not to mention the fact that it's very easy for forget where the town hall is on towns you don't play very often.

You need to play those towns more.

Agreed, not knowing the buildings is not an excuse. xD


Uhh... I think he must be new to Heroes III.

As for Hourglass' proposals, I think some new spells might be nice.

On the same style of Ignite, each of the 4 schools may get spells that temporarily boost/nerf 4 primary skills during battle:

Air Magic: 1 spell that boosts Knowledge, 1 spell that reduces Defense
Earth Magic: 1 spell that boosts Defense, 1 spell that reduces Knowledge
Fire Magic: 1 spell that boosts Attack, 1 spell that reduces Spell Power
Water Magic: 1 spell that boosts Spellpower, 1 spell that reduces Attack

Also, since the HotA team wants to restore cut features of Heroes III, in the Alpha/Beta Light and Dark Magic schools are present. Some of the original spells could be moved in the new schools plus new spells can be added for schools:
Light Magic: Bless, Cure, Light Bolt, Fortune, Mirth, Magic Mirror, Prayer, Resurrection, Hour of Power, Divine Intervention
Dark Magic: Curse, Toxic Cloud, Vampiric Weapon, Animate Dead, Death Ripple, Sorrow, Control Undead, Misfortune, Armageddon, Sacrifice,

Magic Arrow divided into 4 different spells for 4 elemental schools + light bolt for Light Magic.

Water Magic gets the two spells mentioned above + Lloyd's Beacon(map spell works like M&M)
Fire Magic gets no new spells except the ones mentioned above BUT its current spells made slightly stronger.
Earth Magic gets: "Poison Weapon" - makes the unit attack poisoned like Wyvern Monarch's as well as "Petrify" which petrifies units like medusa.
Air Magic gets "Empower Mind" that gives the selected unit the attack of Psychic/Magic Elementals + No enemy retaliation.


If you hover the buildings, it says what they are.

And definitely some new spells will be nice to have and some old ones that are practically useless to be given some usefulness. There is no point in having 30 spells (or whatever) if only 5 of them are useful.


They all have a use, so I tend to disagree. Protection from Fire, Sorrow, Cure, Dispel, Counterstrike and many more. They are all useful in different situations. Changing and/or removing them definitely is not a very good idea.

Edit: Eyes for Haspid and Sea Serpent? They both have eyes on their pictures and in many other places. Or, if you want to remain faithful to the sea snakes from MM, then can you fix their pictures?

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Hourglass
Hourglass


Famous Hero
posted April 01, 2020 09:07 PM

FirePaladin said:

They all have a use, so I tend to disagree. Protection from Fire, Sorrow, Cure, Dispel, Counterstrike and many more. They are all useful in different situations. Changing and/or removing them definitely is not a very good idea.


Well, changing has already happened. For example, the Armageddon has been nerfed, and protection spells buffed in Hota.

Sorrow, Cure, Dispel and Counterstrike all have some uses, but then we've spells like protection from X, Magic Mirror, Slayer and Remove obstacle, (+ Disguise in solo play) that practically never see any kind of play. Why have them, if their existance only downgrades the Homm3 experience? I mean, they have had over 20 years to proof themselves, but they have simply failed in that?
I agree that protection from fire is the best of their bunch, but it doesn't have to have the same accessability like it has now.

That's why I suggest that at least some of these should be restricted from the Mage guilds (possibly even from shrines), and players would only manage to get them from other sources. Therefore we would have more room for any new spells, because I'm somewhat against of adding multiple new spells, that would kinda mess up the Mage guild % chances.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 01, 2020 11:03 PM

The only spell I would remove is Disguise, it manages to be both broken and useless at the same time.
Land Mine is also very close to being useless, even though I have made it much cheaper and much more powerful, I never feel like casting it anyway.
Slayer and Magic Mirror should be mass spells, I did that and it works well.
Hypnotize is also really bad, it's fun making enemy's Enchanters cast mass spells on you though.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 01, 2020 11:13 PM
Edited by FirePaladin at 23:16, 01 Apr 2020.

Hourglass said:
FirePaladin said:

They all have a use, so I tend to disagree. Protection from Fire, Sorrow, Cure, Dispel, Counterstrike and many more. They are all useful in different situations. Changing and/or removing them definitely is not a very good idea.


Well, changing has already happened. For example, the Armageddon has been nerfed, and protection spells buffed in Hota.

Sorrow, Cure, Dispel and Counterstrike all have some uses, but then we've spells like protection from X, Magic Mirror, Slayer and Remove obstacle, (+ Disguise in solo play) that practically never see any kind of play. Why have them, if their existance only downgrades the Homm3 experience? I mean, they have had over 20 years to proof themselves, but they have simply failed in that?
I agree that protection from fire is the best of their bunch, but it doesn't have to have the same accessability like it has now.

That's why I suggest that at least some of these should be restricted from the Mage guilds (possibly even from shrines), and players would only manage to get them from other sources. Therefore we would have more room for any new spells, because I'm somewhat against of adding multiple new spells, that would kinda mess up the Mage guild % chances.


Prot. from Fire is essential against Efreet Sultans. And by change I meant reworking the spell. As long as the old spells can be enabled again, I'd say it's ok. I don't play PvP anyway.

phoenix4ever said:
The only spell I would remove is Disguise, it manages to be both broken and useless at the same time.
Land Mine is also very close to being useless, even though I have made it much cheaper and much more powerful, I never feel like casting it anyway.
Slayer and Magic Mirror should be mass spells, I did that and it works well.
Hypnotize is also really bad, it's fun making enemy's Enchanters cast mass spells on you though.


I agree with making Slayer and Magic Mirror mass spells. Before your comment, I wasn't conscious of the fact that Slayer isn't a mass spell like in other games. Land Mine is good when you want to stop the enemy troops from advancing, and you just fly from a place to another trying to kill the enemy with what mana you still have.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 01, 2020 11:43 PM

Maybe if you have a single fast stack and face some slow melee units, otherwise I consider Land Mine the closest you get can get to useless. Quicksand is much much better, cheaper and easier to learn.
It would have made sense if some spells swiched levels, like Blind and Hypnotize or Quicksand and Land Mine, unfortunately that will mess with spell probabilities.

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Hourglass
Hourglass


Famous Hero
posted April 01, 2020 11:44 PM
Edited by Hourglass at 23:53, 01 Apr 2020.

phoenix4ever said:
The only spell I would remove is Disguise, it manages to be both broken and useless at the same time.
Land Mine is also very close to being useless, even though I have made it much cheaper and much more powerful, I never feel like casting it anyway.
Slayer and Magic Mirror should be mass spells, I did that and it works well.
Hypnotize is also really bad, it's fun making enemy's Enchanters cast mass spells on you though.


I think buffing land mine is a step toward right direction, but I think the main problem with the spell is that by the time you get it, it's inconsistant + you have way better options for casting at that point.

For the cases like this, I suggest that they would change the Spell scrolls having individual values instead of them being tied stricly to their level. I mean just like they did with Fly, DD and TP. For example, it's a bit strange that something like Blind scroll and Remove obstacle scroll have the same values. This way, something like Land mine would perhaps pop up more often, and thus see more play than it does now.

Slayer should also be a mass spell, and the scaling should be changed to either add Attack or do more % dmg. The current scaling makes no sense to me.

However, to me knowledge you're only playing against AI, so what do you mean by turning the Magic Mirror into a mass spell somehow solved the issue?

Hypnotize is certainly bad, they were overly cautious when making it back in the day. Simply buffing it should change the situation, thou.

I also suggest making the Frost Nova + Fireball and Inferno to scale bit better with the spell power, it would nice to consider them a bit more seriosly sometimes.

Edit: Oops! My bad!

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 01, 2020 11:45 PM

So given the comments in the "Best town in HotA" especially about Witch and Wizard Class I decided to compile new suggestion about the hero classes & re-arranging of skills in such a way that, more or less, each her class is oriented in 1-2 skills.

Learning + Wisdom + Scholar combined in one skill called "Scholar"

Interference + Eagle Eye combined in one skill called "Witchcraft".

Intelligence + Mysticism combined in one skill called "Meditation".

Logistics + Pathfinding combined in one skill called "Pathfinding".

Artillery + Ballistics combined in one skill called "Engineering"

Some interesting way to incorporate Alchemy as a skill in Heroes either for the production of resources either to implement potions.

Knight: Offence, Armourer,
Cleric: Light Magic, First Aid
Ranger: Archery, Pathfinding
Druid: Earth Magic, Air Magic,
Alchemist: Estates/Alchemy,
Wizard: Scholar, Air Magic
Death Knight: Necromancy, Armourer
Necromancer: Necromancy, Dark Magic
Demoniac: Offence, Witchcraft
Heretic: Sorcery, Fire Magic,
Overlord: Leadership, Offence,
Warlock: Sorcery, Dark Magic
Barbarian: Offence,
Battle Mage: Resistance, Fire Magic
Beastmaster: Armorer, Resistance
Witch: Witchcraft, Water Magic
Planeswalker: Meditation, Resistance
Elementalist: Meditation, Luck
Captain: Navigation, Engineering
Navigator: Navigation, Water Magic
Factory Might: Estates, Engineering
Factory Magic: Fire Magic, Earth Magic,

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 01, 2020 11:53 PM
Edited by phoenix4ever at 23:55, 01 Apr 2020.

Hourglass said:

I think buffing land mine is a step toward right direction, but I think the main problem with the spell is that by the time you get it, it's inconsistant + you have way better options for casting at that point.

For the cases like this, I suggest that they would change the Spell scrolls having individual values instead of them being tied stricly to their level. I mean just like they did with Fly, DD and TP. For example, it's a bit strange that something like Blind scroll and Remove obstacle scroll have the same values. This way, something like Land mine would perhaps pop up more often, and thus see more play than it does now.

Slayer should also be a mass spell, and the scaling should be changed to either add Attack or do more % dmg. The current scaling makes no sense to me.

However, to me knowledge you're only playing against AI, so what do you mean by it turning it into a mass spell somehow solved the issue?

Hypnotize is certainly bad, they were overly cautious when making it back in the day. Simply buffing it should change the situation, thou.

I also suggest making the Frost Nova + Fireball and Inferno to scale bit better with the spell power, it would nice to consider them a bit more seriosly sometimes.

What does me playing against AI having to do with making Slayer a mass spell?

I also buffed Hypnotize, Fire Wall, Fireball, Frost Ring and Inferno, they were way too weak before. Armageddon received a huge nerf though.

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Hourglass
Hourglass


Famous Hero
posted April 02, 2020 12:09 AM
Edited by Hourglass at 00:10, 02 Apr 2020.

phoenix4ever said:

What does me playing against AI having to do with making Slayer a mass spell?


Check my initial post, I corrected it. I meant the Magic Mirror, my bad.

I also buffed Hypnotize, Fire Wall, Fireball, Frost Ring and Inferno, they were way too weak before. Armageddon received a huge nerf though.


If I remember correctly, you also changed Luna, so I would say your changes make sense when it comes to Fire Wall overall. Currently, Conflux has very bad pool of starting heroes when it comes to the MP games (Luna is needed that badly), so change like this isn't suitable for "official" Hota.


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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 02, 2020 12:14 AM
Edited by FirePaladin at 00:15, 02 Apr 2020.

Lord_Immortal said:
So given the comments in the "Best town in HotA" especially about Witch and Wizard Class I decided to compile new suggestion about the hero classes & re-arranging of skills in such a way that, more or less, each her class is oriented in 1-2 skills.

Learning + Wisdom + Scholar combined in one skill called "Scholar"

Interference + Eagle Eye combined in one skill called "Witchcraft".

Intelligence + Mysticism combined in one skill called "Meditation".

Logistics + Pathfinding combined in one skill called "Pathfinding".

Artillery + Ballistics combined in one skill called "Engineering"

Some interesting way to incorporate Alchemy as a skill in Heroes either for the production of resources either to implement potions.

Knight: Offence, Armourer,
Cleric: Light Magic, First Aid
Ranger: Archery, Pathfinding
Druid: Earth Magic, Air Magic,
Alchemist: Estates/Alchemy,
Wizard: Scholar, Air Magic
Death Knight: Necromancy, Armourer
Necromancer: Necromancy, Dark Magic
Demoniac: Offence, Witchcraft
Heretic: Sorcery, Fire Magic,
Overlord: Leadership, Offence,
Warlock: Sorcery, Dark Magic
Barbarian: Offence,
Battle Mage: Resistance, Fire Magic
Beastmaster: Armorer, Resistance
Witch: Witchcraft, Water Magic
Planeswalker: Meditation, Resistance
Elementalist: Meditation, Luck
Captain: Navigation, Engineering
Navigator: Navigation, Water Magic
Factory Might: Estates, Engineering
Factory Magic: Fire Magic, Earth Magic,


From what I've read on russian HotA forum, Engineering is the class skill for Factory heroes, which let's you repair mechanisms in battle. Just saying.

Hourglass said:
phoenix4ever said:

What does me playing against AI having to do with making Slayer a mass spell?


Check my initial post, I corrected it. I meant the Magic Mirror, my bad.

I also buffed Hypnotize, Fire Wall, Fireball, Frost Ring and Inferno, they were way too weak before. Armageddon received a huge nerf though.


If I remember correctly, you also changed Luna, so I would say your changes make sense when it comes to Fire Wall overall. Currently, Conflux has very bad pool of starting heroes when it comes to the MP games (Luna is needed that badly), so change like this isn't suitable for "official" Hota.




So that's why he said Luna is bad too...

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weilan
weilan


Known Hero
posted April 02, 2020 06:55 AM

FirePaladin said:

They all have a use, so I tend to disagree. Protection from Fire, Sorrow, Cure, Dispel, Counterstrike and many more. They are all useful in different situations. Changing and/or removing them definitely is not a very good idea.

Edit: Eyes for Haspid and Sea Serpent? They both have eyes on their pictures and in many other places. Or, if you want to remain faithful to the sea snakes from MM, then can you fix their pictures?


I would never want the spells to be removed, that's just ridiculous. But I also don't see why would they be there if they are hardly being used. And you can't argue with the fact that some spells get used way more than others and for good reason. I've yet so see someone use Sorrow or Mirth or whatever in combat - they would always opt for something more useful.

I get that you're saying that these are not completely useless, but still not as useful as a few other spells.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 02, 2020 08:01 AM
Edited by phoenix4ever at 08:04, 02 Apr 2020.

Regarding Luna I never said she was bad, I said she was poorly designed.
X2 is way too big a bonus, which makes Luna's Fire Wall incredibly strong, do you ever cast Fire Wall with any other heroes though?
I changed her bonus to 3% per level, like other spell specialists, but I still think she is poorly designed, because her starting spell and specialty is useless to AI, since it can't cast Fire Wall.
Fire Wall's power modifier is changed from 10 to 13 in my game, but I'm debating if it should be 14 or 15 instead...
Almost all of Conflux's heroes are very poorly designed.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 02, 2020 10:56 AM

FirePaladin said:

From what I've read on russian HotA forum, Engineering is the class skill for Factory heroes, which let's you repair mechanisms in battle. Just saying.



So to properly use war machines you have to have 4 different skills: Artillery, Ballistics, First Aid and now Engineering.

Even though Artillery is not a really useful skill in late game while Ballistics is useful only in sieges?

I think that the HotA team should seriously consider making ALL the skills useful in their own way.

I'm also curious to know if the HotA team is still considering the idea of one alternative creature per town. I just downloaded the Heroes 3 Assistant and I see so many nice neutral creatures that deserve a faction. Including Mummies and Satyrs which have already been showcased and also Fangarms I presume have been concepted as alternative to Sea Witches/Sorceresses.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 02, 2020 11:29 AM

Alternative creatures is an interesting idea, but it needs to be thought through.

Yeah Artillery, Ballistics, First Aid and now Engineering sounds like a little much, unless Engineering is in fact the 3 skills combined? For now First Aid and Ballistics are pretty useless.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 02, 2020 11:30 AM
Edited by FirePaladin at 11:35, 02 Apr 2020.

Phoenix4ever said:
Alternative creatures is an interesting idea, but it needs to be thought through.

Yeah Artillery, Ballistics, First Aid and now Engineering sounds like a little much, unless Engineering is in fact the 3 skills combined? For now First Aid and Ballistics are pretty useless.


Engineering is meant mostly for creatures, btw, and only Factory heroes can have it, just like Necromancy for Necropolis.

Lord_Immortal said:
FirePaladin said:

From what I've read on russian HotA forum, Engineering is the class skill for Factory heroes, which let's you repair mechanisms in battle. Just saying.



So to properly use war machines you have to have 4 different skills: Artillery, Ballistics, First Aid and now Engineering.

Even though Artillery is not a really useful skill in late game while Ballistics is useful only in sieges?

I think that the HotA team should seriously consider making ALL the skills useful in their own way.

I'm also curious to know if the HotA team is still considering the idea of one alternative creature per town. I just downloaded the Heroes 3 Assistant and I see so many nice neutral creatures that deserve a faction. Including Mummies and Satyrs which have already been showcased and also Fangarms I presume have been concepted as alternative to Sea Witches/Sorceresses.


Fangarms would be too OP as town creatures, but I agree with you.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 02, 2020 01:49 PM

Phoenix4ever said:

For now First Aid and Ballistics are pretty useless.

Artillery(Ballista) maybe, but not Ballistics(Catapult).

As an experienced Heroes 3 player and extremely good tactician whenever playing in siege defense, I can confirm many cases in which an attacking hero with Advanced or Expert Ballistics has won in sieges because of that. I can also confirm many cases, in which I would defend the castles against much stronger armies with success due to the damage dealt by towers and blocking the enemies into the moat. The more towers you have in your game and the less breaches in your wall the better your chances are.

In any case, three different skills to properly handle war machines is too much, so they might just be toned down to 1 or 2. I'd say 1 to improve effectiveness and 1 to improve resistance.
War Machines - would combine the effects of Artillery and Ballistics
Engineering - except for repairing mechanical units, will also enable repairing war machines
Light Magic - would include First Aid tent boost... maybe even a greater boost than 50/75/100... let's say 100/150/200 OR 75/100/100 where the 2nd one works like a mass spell?

Also one final proposal. The Necropolis "Blacksmith" looks like a coffin where blood is sent. And it gives a First Aid tent when Death Knights and Necromancers do NOT have First Aid skill.

So what if, instead, Necropolis had its own replacement of the First Aid Tent that somehow either can resurrects all undead creatures OR only Vampires/Vampire Lords + appropriate skill for that, which would be the starting skill of Death Knights (and they won't start with Necromancy anymore).

I'd suggest for something that not only heals allied units but also raises the nr of Vampires/Vampire Lords only limited somehow by 0/0/1/2 each turn (0/B/A/E) IIF that amount of "living" monsters has been killed during the combat. Only if certain monsters have been killed though, not all. For example, you can make a Vampire out of a human, Elf or Dwarf but not out of an Unicorn, Angel or Hydra. I would like it if it were made to look similar to the Blacksmith. If the issue here is that Vampires/Vampire Lords are too strong they can still be nerfed down (my solution to all the balance issues for introducing new mechanisms apparently ) even though not too much as one would expect such machine to be main target of enemy AI thus "controlling" the number of vampire lords present during the battle. Other possibilities of such skill might be either granting a hp boost 50/75/100 of this machine OR such effect might be added to Dark Magic skill.

I think that 4 out of all the factions should get unique war machines as initially planned. Like Cove has the Cannon, Necropolis would have this Vampire Coffin thing, and then one unique ammo cart and one unique catapult.

Probably the Ammo Cart would give some special effect to ranged attacks while the new catapult would be also able to attack units(parallel to the fact that Cannon can attack walls).

Since the Catapult cannot be bought I'd say it could be unique for Factory Hero Classes. Maybe a Mortar, like it was conceived for the Kronverk in the early development stages, or something inspired from the Mysorean Rockets.

FirePaladin said:

Fangarms would be too OP as town creatures, but I agree with you.


Their stats can be lowered though.

But hey, I got this idea:
Me, you and Phoenix are all veteran players of Heroes III (and other Heroes of Might and Magic games as well) and know the mechanisms well.

Why don't we come up with a "suggestion pack" and then find a way to send it to the HotA team. This way all our suggestions would make sense. We divide it into several sections, starting from the easiest to implement (and most coherent such as balance and gameplay issues) and moving towards more complex ones (such as new Towns and Spell Schools).

With what I see, Docent and other members of the HotA team don't really interact with the international English Language community.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 02, 2020 02:12 PM
Edited by FirePaladin at 14:16, 02 Apr 2020.

Lord_Immortal said:
Phoenix4ever said:

For now First Aid and Ballistics are pretty useless.

Artillery(Ballista) maybe, but not Ballistics(Catapult).

As an experienced Heroes 3 player and extremely good tactician whenever playing in siege defense, I can confirm many cases in which an attacking hero with Advanced or Expert Ballistics has won in sieges because of that. I can also confirm many cases, in which I would defend the castles against much stronger armies with success due to the damage dealt by towers and blocking the enemies into the moat. The more towers you have in your game and the less breaches in your wall the better your chances are.

In any case, three different skills to properly handle war machines is too much, so they might just be toned down to 1 or 2. I'd say 1 to improve effectiveness and 1 to improve resistance.
War Machines - would combine the effects of Artillery and Ballistics
Engineering - except for repairing mechanical units, will also enable repairing war machines
Light Magic - would include First Aid tent boost... maybe even a greater boost than 50/75/100... let's say 100/150/200 OR 75/100/100 where the 2nd one works like a mass spell?

Also one final proposal. The Necropolis "Blacksmith" looks like a coffin where blood is sent. And it gives a First Aid tent when Death Knights and Necromancers do NOT have First Aid skill.

So what if, instead, Necropolis had its own replacement of the First Aid Tent that somehow either can resurrects all undead creatures OR only Vampires/Vampire Lords + appropriate skill for that, which would be the starting skill of Death Knights (and they won't start with Necromancy anymore).

I'd suggest for something that not only heals allied units but also raises the nr of Vampires/Vampire Lords only limited somehow by 0/0/1/2 each turn (0/B/A/E) IIF that amount of "living" monsters has been killed during the combat. Only if certain monsters have been killed though, not all. For example, you can make a Vampire out of a human, Elf or Dwarf but not out of an Unicorn, Angel or Hydra. I would like it if it were made to look similar to the Blacksmith. If the issue here is that Vampires/Vampire Lords are too strong they can still be nerfed down (my solution to all the balance issues for introducing new mechanisms apparently ) even though not too much as one would expect such machine to be main target of enemy AI thus "controlling" the number of vampire lords present during the battle. Other possibilities of such skill might be either granting a hp boost 50/75/100 of this machine OR such effect might be added to Dark Magic skill.

I think that 4 out of all the factions should get unique war machines as initially planned. Like Cove has the Cannon, Necropolis would have this Vampire Coffin thing, and then one unique ammo cart and one unique catapult.

Probably the Ammo Cart would give some special effect to ranged attacks while the new catapult would be also able to attack units(parallel to the fact that Cannon can attack walls).

Since the Catapult cannot be bought I'd say it could be unique for Factory Hero Classes. Maybe a Mortar, like it was conceived for the Kronverk in the early development stages, or something inspired from the Mysorean Rockets.

FirePaladin said:

Fangarms would be too OP as town creatures, but I agree with you.


Their stats can be lowered though.

But hey, I got this idea:
Me, you and Phoenix are all veteran players of Heroes III (and other Heroes of Might and Magic games as well) and know the mechanisms well.

Why don't we come up with a "suggestion pack" and then find a way to send it to the HotA team. This way all our suggestions would make sense. We divide it into several sections, starting from the easiest to implement (and most coherent such as balance and gameplay issues) and moving towards more complex ones (such as new Towns and Spell Schools).

With what I see, Docent and other members of the HotA team don't really interact with the international English Language community.



The Mortar and/or Coffin thing would be cool.

To be honest, the stats of Fangarms are under average. Not about the stats I was speaking, but about their special ability. ~35 Fangarms can easily Hypnotize ~18 level 6 troops, which would make Cove kinda broken if Fangarms manage to reach your troops. Even if Fangarms would die first turn in PvP, against neutral armies and AI they would be very powerful and let you advance at a faster pace than your opponent.

I had the same idea about the list, but didn't think anyone would listen to me. So, where should I post all my suggestions (mostly fixing visuals and stuff from me, the balancing I leave to everyone else who plays PvP, but that doesn't mean I won't come with balance suggestions)?

Edit: As I said before, we could nerf Vampire Lords by letting them heal by 75% or 50% from the damage inflicted, just like in many other games. However, I don't know if the code itself allows for that.
Also, I already started to write my suggestions on a notepad file.

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Phoenix4ever
Phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 02, 2020 02:20 PM
Edited by Phoenix4ever at 14:25, 02 Apr 2020.

Well I personally think Artillery is much better than Ballistics, Artillery actually allows you to control Ballista, Cannon and Arrow Towers. Especially the Arrow Tower control is great, as you can easily take out enemy level 7 units.
Ballistics is never really needed, AI charges right out of the gate any way and then there is stuff like Earthquake, Teleport, Air Shield, cyclops and Cannon. I would never waste a skill slot on Ballistics, I would rather have Learning, Eagle Eye or First Aid than Ballistics!
I guess it could be useful for PVP, but sometimes sieges are rare in multiplayer.
Ballistics is also useless for scouts and town defenders.

Gathering ideas and sending them all sounds like a good idea, but for us to agree on stuff and for HotA Crew to actually care about it seems a bit unrealistic, but I think this thread is the perfect outlet for our ideas and I hope HotA Crew actually reads and considers some of them.

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FirePaladin
FirePaladin


Legendary Hero
DoR Modder
posted April 02, 2020 02:25 PM
Edited by FirePaladin at 16:31, 02 Apr 2020.

Note: This is a good place for people to inform themselves: https://heroes.thelazy.net/index.php/Main_Page
I'm gonna credit every suggestion from users in the list, unless the user doesn't want to!


Creature Portraits:

Don't say these are unimportant or something, but they are minor things which can be changed fast, since I doubt they don't have someone good with Photoshop:


*Ancient Behemoth's small portrait is wrong, having paws and 4 claws instead of 2 main ones and a small one.

*Zealots have no shine in the small and big portrait.

*Silver Pegasi's sword is not curved in small portrait. This is not entirely necessary to change.

*Titan's small and big portrait should be reversed, since they strike with lightning from their left hand and not the right.

*Black Dragon's small and big portrait have a too intense yellow color. This is not entirely necessary to change.

*Water Elemental's colors are too intense and blue, instead of a darker blue-greenish tint. This is not entirely necessary to change.

*Ice Elemental's colors are too intense and blue, instead of a dark blue-purple tint. This is not entirely necessary to change.

*Sea Serpent's and Haspid's big portraits have eyes, unlike the units themselves. The Haspid's membrane is non existent too.

*Stone Golems actually have no helmets, but in the big portrait they have. This is the hardest to fix and the first wrong thing I noticed when playing HoMM3.

*Stone Gargoyles have "claws" on their wings in the small and big portraits, unlike the actual unit itself, which has an insanely small one. Can be easily fixed in Photoshop in less than 5 minutes.

*Dendroid Soldiers and Guards are too dark in their big portraits. This is not entirely necessary to change.

*Archer's and Marksman's shirt colors are reversed in all their portraits, unlike the unit itself. Can be easily done by reversing the image.

*Walking Dead in their big portrait are reversed, hands and exposed ribs too. Can be easily done by reversing the image.

*Iron Golems are way too light in their small portrait. -New!

All mistakes that I noticed. After I'm done with big portraits, I'm gonna proceed with something else, more important.


Edit: Remember when Docent (I think) actually posted/replied in one of the HotA threads? DrSlash too, who's part of their team.

Edit 2: These are all most prominent mistakes in creature portraits. Gonna proceed with something more useful.



Creature Cost: (list in progress)


*First and foremost, in terms of cost, Titans. They have the same usefulness as Black Dragons, but cost 1000 Gold more, and 2 Titans per week are gonna deplete you of 2000 Gold for Magi, Golems, etc. I say they should have their cost lowered at 4000 Gold, to make Tower somewhat better in PvP.

*Naga Queen's defense is very low, so their cost should be 1500 or something similar. They also cost 100 Gold more than the Dread Knights which have at least similar efficiency and greater stats.

*Tower again. Arch Magi offer too little for their 450 Gold, Crusaders being better and costing 400 Gold. I might be wrong, though. Lord_Immortal said it's not necessary. I tend to agree with him.

*War Unicorns are a little too cheap for what they offer. Maybe 1100 would be a better cost. Even Scorpicores are more expensive! People can come with suggestions here.



Creature Balance: (list in progress)


*Vampire Lords can heal only by 75% health, if possible. However, the agreement of more fans is needed here. People can come with suggestions here, of course.

*Stormbird and Ayssid bonus growth should be lowered to 2, instead of being 3. Now they have the same growth as a level 3 unit, and being more useful with their Ferocity ability.

*Arch Devils should maybe be buffed a little, 35-45 damage, or 250/225 health, etc. People can come with suggestions here. This is not necessary, though!

*Ricardo Milos should be featured as a Familiar and as Inferno Grail.

*Add at least 10 more HP to Wyvern Monarchs. Now they die like flies when they're supposed to be related to dragons, not flies.

*Buff Silver Pegasi a little, 1 more defense, something like this. They're under average except for speed. However, since you keep stats intact...

*Chaos Hydras should have a bonus of at least +1 to their stats (+2 to defense), since they're among the worst and cost 500 Gold more than Ancient Behemoths. Necropolis at least has DKs to compensate for Ghost Dragons.

*Sea Dog's Accurate Shot could be nerfed a little. Against AI and such, they can wreck entire armies easily, and in PvP they are butchered immediately exactly because they have an OP ability.

*Ancient Behemoths have a way too low AI Value. That is necessary for quick combat and AI calculations.


Edit 3: Funny how Fortress is supposed to be a defensive faction but Wyverns and Basilisks die very easily. At least Mighty Gorgons compensate very well for those weaknesses.



Other Creature Suggestions: (list in progress)


*Make Steel Golem the third upgrade of the Tower golem. This is not too necessary, just a suggestion, since Iron Golems are pretty slow.

*Naga and Naga Queens on the adventure map have a too skin-like tint.



War Machine Suggestions:


*Necropolis should have a Coffin instead of First Aid Tent, since Necropolis heroes don't have First Aid skill. The Coffin could heal allied units and raise Vampire units (with limit). Gonna leave the rest of the writing to Lord_Immortal, the author. The Coffin would be one more reason to nerf Vampire Lord's revival. -suggested by Lord_Immortal



Skill Suggestions:


*Artillery and Ballistics should be merged. -Lord_Immortal, phoenix4ever (I think) and many other fans


Edit 4: Don't get me wrong, I want to add suggestions to skills, heroes and spells, but especially that part is similar to a war zone, and still in debate state.

Edit 5: Gonna take a break and gather more than one suggestion per edit.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 02, 2020 03:17 PM

FirePaladin said:

So, where should I post all my suggestions (mostly fixing visuals and stuff from me, the balancing I leave to everyone else who plays PvP, but that doesn't mean I won't come with balance suggestions)?



Keep posting here I'm compiling them in a docx file so as to have underline, bold, colored fonts and so on.

I will check some of the balance things you write with the new H3 Assist software (thanks to the HotA team). I suggest you do the same. Most databases on the Internet still have data of H3 Complete.

Thanks to that I noticed that your assessment on Archmages is wrong. They have less defense, hp and damage(actually Crusaders have 7-10 and Archmagi 7-9, so not much lower) BUT they have No Melee Penalty, No Obstacle Penalty AND Spell Cost Reduction (spells cost -2 mana). Definetly.

Will send you the file when I finish adding my suggestions too. On the meantime will regularly check this thread.

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